#i mean i have half a shiny dex in legends but NOT getting a single shiny in legends is weird so that dosent count wow
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gen4grl · 10 months ago
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playing bw2 for the first time (shocker i know) and searching for a riolu with a specific nature and found this muffin!!! i am absolutely so shocked i’ve never caught a FULL ODDS shiny in any <gen 8 game wowwww i will unfortunately not be using her since my team is already planned and her nature is not great but my darling ginger you will be boxed alongside all the legendaries my special girl lol hope this means good luck for the rest of the run 💛
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radramblog · 4 years ago
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Objectively correct pokemon randomiser options
Randomisers have become a pretty popular thing in the pokemon community in the last couple years, especially with the the newer version of the UPR by Ajarmar allowing Gen VI/VII games to enter the mix more easily. Thus I present to those unfamiliar, the objectively best opinions about how to make your randomiser fun and not shitty.
You can find the current versions of the Universal Pokemon Randomiser here. 
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Base Stats: Look I’ve tried doing randomised base stats and it’s kinda miserable. Don’t recommend it, if only so you still have an idea what you’re working with.
EXP Curves: This one’s up to you, to be honest, but it is 100% necessary to activate some version of this if you want to randomise evolutions- otherwise, a Pokemon can only evolve into something with the same EXP curve, severely limiting what it can end up being.
Types: Similar to Base Stats. I don’t really enjoy having to relearn every single pokemon’s types, especially when randomisation means you don’t have design cues to go off.
Abilities: Surely keep it all random. Half the fun of this is seeing some random thing end up with Huge Power or something. With that in mind, I’d allow Wonder Guard, but it can lead to unwinnable situations earlygame and that’s no fun for anyone. Also, I’m not sure what the point of “follow mega evolutions” is seeing as half of them normally change abilities anyway.
Evolutions: Randomising this one can be fun, but it isn’t something I usually run with. Having a mon just chain evolutions over and over is very silly- surely leave limit evolutions unchecked. Regardless, I recommend changing Impossible Evolutions in every case just so you don’t have to finangle with emulator trading to get your Alakazam or whatever.
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Starters: If you click unchanged I’m wondering what the actual point of this is for you. Completely vs basic with 2 evos is up to you, though normally I do the latter- I don’t want to start with something completely overpowered. The custom option is great if you just don’t change anything else, making it probably the easiest way to make a solo run/custom starter game possible.
Statics: Similar Strength is a new option here. Similar to the last one, I think it’s up in the air whether complete randomness or swapping standards/legends is better, as while Rayquaza being a Metapod is hilarious, it also means you’ve just wasted a lot of time.
In-Game Trades: I mean it’s not like you usually go for these anyway, so why not, give it a go, fuck it. It can look real funny sometimes.
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Move Data: It’s like with typing man. I’ve seen people have fun with this, but I don’t want to have to keep notes when I’m doing my randomiser, yknow. I just don’t have fun with this one.
Movesets: Random same type is my usual, but I notice it tends to lead to getting not a whole lot of coverage. Game-breaking moves is mostly just Dragon Rage, considering how broken that is earlygame. It’s worth noting that randomizing moves at all has a check to ensure every mon starts with at least one usable attacking move, so I tend not to bother forcing it to have more moves or forcing damaging moves. Evolution Moves is a Gen 7 exclusive thing, and I kinda like the idea, so fuck it why not.
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Trainers: The first Big One. Random and Type Themed are both viable, and I think even distribution just makes it so you aren’t fighting 100 Pidgeys or whatever. I like the rival carrying the starter. Similar Strength and Don’t use Legendaries are for cowards. I like bumping up levels a bit since randomly having legends everywhere means you are getting more EXP yourself, and forcing fully evolved makes sure it’s a bit more challenging. Double Battle Mode is something I haven’t tried but I’m keen to. Shinies and Trainer (class) names are fun just aesthetic so why not- its worth noting you can meddle with the settings so you can add in your own custom names and such.
Totems: I don’t have any experience with Alola randomisers at all, actually, so this is just my best guess.
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Wilds: The other Big One. Catch-em-all mode is good if you’re intending to actually complete the dex, and such. Time Based Encounters are fun if you’re playing, like, casually? But most of the time that isn’t what you’re doing in a rando. Setting minimum catch rate is something I do if only so things like starters or Beldum don’t have stupid low rates, but I prefer not to bump it up too much.
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TMs/HMs/Tutors: Levelup move sanity just ensures that it can learn the move by TM/Tutor if it gets it already by level. Random same type just makes the most sense to me, though leaving it unchanged can be funny- whatever Toxic or Return gets replaced by are just learnable by everything, for example. Full Compatibility just feels too powerful to me.
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Items: RNGsus take the wheel. There really isn’t much more to do with this.
Special Shops: This refers to the second shop assistant in some Marts in Generations 4+. Having some of the spicier options available is good, and I don’t want to see regular shit in there, so I’ve given these options. I do think that having all the evolution items available somewhere is for the best.
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Misc: Instant Text is cool and good, we’ve all seen the plot dialogue before. Banning Lucky Egg is for cowards. All Wilds calling allies is a Gen VII exclusive and is also obnoxious as shit, don’t use it if you like catching things. Don’t revert temporary forms is hilarious, it means you can just catch Megas and such in the wild and have them actually work.
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